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authorJeremy <Golrag@users.noreply.github.com>2017-12-29 22:32:07 +0100
committerfunjoker <funjoker109@gmail.com>2021-04-15 05:53:27 +0200
commit446fc391f02d3ca8e1332b58f910a5b7d1c8e226 (patch)
tree5d01bfbbcde6b263d330c0647092ca48bf98f62b /src/server/game/Movement/MotionMaster.cpp
parent61585de8aee2f2168e54c713d5bfb7c61444d4b3 (diff)
Core/Entities: Fix some weird movement due to los issues (#21125)
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags (cherry picked from commit e42903ec16f4849b71bc8736e3151a1e11d3cd25)
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 210658b9210..7df25b72817 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -457,7 +457,7 @@ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
_owner->GetNearPoint2D(x, y, dist, _owner->GetOrientation() + angle);
- z = _owner->GetPositionZ() + _owner->GetMidsectionHeight();
+ z = _owner->GetPositionZ();
_owner->UpdateAllowedPositionZ(x, y, z);
MoveJump(x, y, z, 0.0f, speedXY, speedZ);
}
@@ -510,7 +510,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
if (_owner->IsFlying())
point.z = z;
else
- point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseShift(), point.x, point.y, z);
+ point.z = _owner->GetMapHeight(point.x, point.y, z);
init.Path().push_back(point);
}
@@ -593,11 +593,11 @@ void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
void MotionMaster::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
- float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseShift(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
+ float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).",
- _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
+ _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ() + _owner->GetPositionZ());
return;
}